mirror of
https://github.com/Relintai/pandemonium_engine.git
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108 lines
4.1 KiB
C++
108 lines
4.1 KiB
C++
#ifndef WORLD_3D_H
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#define WORLD_3D_H
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/*************************************************************************/
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/* world_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object/resource.h"
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#include "scene/resources/environment_3d.h"
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#include "servers/physics_server.h"
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#include "servers/rendering_server.h"
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class Camera;
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class VisibilityNotifier;
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class LOD;
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struct SpatialIndexer;
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class LODManager;
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class World3D : public Resource {
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GDCLASS(World3D, Resource);
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RES_BASE_EXTENSION("world3d");
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private:
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RID space;
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RID scenario;
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RID navigation_map;
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RID vertex_lights_3d_map;
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SpatialIndexer *indexer;
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LODManager *lod_manager = nullptr;
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Ref<Environment3D> environment;
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Ref<Environment3D> fallback_environment;
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protected:
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static void _bind_methods();
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friend class Camera;
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friend class VisibilityNotifier;
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friend class LOD;
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void _register_camera(Camera *p_camera);
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void _update_camera(Camera *p_camera);
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void _remove_camera(Camera *p_camera);
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void _register_notifier(VisibilityNotifier *p_notifier, const AABB &p_rect);
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void _update_notifier(VisibilityNotifier *p_notifier, const AABB &p_rect);
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void _remove_notifier(VisibilityNotifier *p_notifier);
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void _register_lod(LOD *p_lod, uint32_t p_queue_id);
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void _unregister_lod(LOD *p_lod, uint32_t p_queue_id);
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friend class Viewport;
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friend class World;
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void _update(uint64_t p_frame);
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public:
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RID get_space() const;
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RID get_scenario() const;
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RID get_navigation_map() const;
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// TODO Maybe World should have a callback on creation?
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RID get_vertex_lights_3d_map();
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void set_environment(const Ref<Environment3D> &p_environment);
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Ref<Environment3D> get_environment() const;
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void set_fallback_environment(const Ref<Environment3D> &p_environment);
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Ref<Environment3D> get_fallback_environment() const;
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void get_camera_list(List<Camera *> *r_cameras);
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PhysicsDirectSpaceState *get_direct_space_state();
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void move_cameras_into(Ref<World3D> target);
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void notify_saving(bool p_active);
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World3D();
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~World3D();
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};
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#endif // WORLD_3D_H
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